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Shadow Captain Shrike - Tactica and Strategica


Race Bannon

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gallery_6494_6331_643.jpg The Man


Shadow Captain of the 3rd Company. With the advancing storyline, Kayvaan Shrike was promoted to be the Master of Shadows of the Raven Guard when Corvin Severax was killed on Prefectia. Carrying the Raven’s Talons, he has no equal using stealth to stalk prey and quickly eliminating the enemy.

More details can be found here:
GW website
Warhammer 40,000 Wiki
Lexicanium

To guide discussion:

What are the unit’s strengths?

What are the unit’s weaknesses?

How would the unit be used tactically (by itself or in concert with another unit)?

How would the unit be used strategically (as part of an overall plan)?

What formations can the unit be found, as mandatory or as an option?
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What are unit’s strengths?

 

The ability to infiltrate a Jump Infantry unit.

 

Stealth.

 

Honorable mention for his Warlord Trait (Fear on 3D6)

 

What are the unit’s weaknesses?

Raven's Talons: while okay on paper, really seem to show the age of the design. He really should have AP2 or a way to generate more attacks. Swiftstrike and Murder (the Relic) are just straight up better weapons given most situations

 

Price: He is over-costed for what he provides.

 

His special rules again: while he can infiltrate a Jump Infantry unit, and that is great, it prevents him or the unit from charging in the first turn of the game. In many situations it either means you don't want to even utilize the rule, or if you do, you need them to camp hidden for a turn before making use of them.

 

In general, I find him in the current edition to just not be a sound investment for his price. I would love to see others who have had good success with him in the past, and what sort of lists.

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Shrike DOES have AP2, or at least a way to get there fairly consistently.

 

The Ravens Talons are Master-crafted, Shred and Rending. Rending is resolved at AP2.

 

Reroll to hit, reroll to wound. I'd house rule it that you can reroll successful wounds in an attempt to get a Rend.

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Yea, unfortunately it would be just that, a house-rule. Shred explicitly states that you can re-roll failed to-wound rolls, unfortunately.

 

My issue with Shrike is he has a couple of niche rolls he can do, but he doesn't do any of them really well.

 

If you need something to crush 2+ MCs or other "super tough" CC units, you're going to want Vanguards kitted out for that, maybe joined by another appropriate candidate for an HQ (Librarian with Force Axe, Chappy for rerolls, or just a Captain with PFist or THammer).

 

If you need something to blend infantry of a 3+ or lower, then you really want Murderwings, He Does More For Less

 

If you want a force multiplier, you are better off taking a Librarian or Chaplain, and investing less points and having less penalties. Even the Armor of Shadows arguably can be coupled with the aforementioned HQ choices and do a better job of being a buff-centric HQ than Shrike.

 

If he was just priced less, or allowed you to charge from Infiltration, then he would be excellent in his current configuration.

 

The only time I got to see him shine was against my buddy's Necrons, where he just kept piling in warriors, and kept failing his Fear checks. That was a great example of where he held off well worth his points and won me the game all by himself. That said, that is very atypical, and against a large portion of the field, Fear as a USR is useless anyway.

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While I don't want to wish-list either, I think this is the route that all of the special characters should do (at least one of them, for those chapters that have multiple, I can see only one of them doing this), be a force multiplier. Like mentioned, Khan, and to a lesser extent Forgemaster Vulkan, if Shrike did the same, it would be excellent to see. Here's hoping to him getting a Chapter Master stat line and new rules in 8th (and maybe another new Captain Special Character, or updated rules for Korvydae).

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Having used Shrike a few times, I've noticed that he is an incredible fire magnet, giving my army the chance to get closer.

 

I've had games where he has pulled over 1,000 points worth of shooting towards him, and due to his cover save, has either not been scratched, or suffered a wound or two.  Equally, he's had games where nearly 1,850 points have shot him, and he and his squad have died.

 

When he works, he's great.  When he doesn't, he's a point sink.  The biggest thing he suffers from is not having a 2+ save.

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  • 2 weeks later...

While I don't want to wish-list either, I think this is the route that all of the special characters should do (at least one of them, for those chapters that have multiple, I can see only one of them doing this), be a force multiplier. Like mentioned, Khan, and to a lesser extent Forgemaster Vulkan, if Shrike did the same, it would be excellent to see. Here's hoping to him getting a Chapter Master stat line and new rules in 8th (and maybe another new Captain Special Character, or updated rules for Korvydae).

It's all about the culture of the chapter. Remember in Kauyon, that Shadowsun referred to our previous chapter master as a warrior-king, whereas they showed how she was different, herself being more of a commander than a champion.

 

Anybody ever use Shrike to Infiltrate Vanguard that are Gunslinging Grav Pistols?

 

Also, for Korvydae, he should get Chapter Tactics, and for his Warlord trait, Scout Bikers should be troops if he is WL, and Scouts and Scout Bikers can charge after Scouting or Infiltrating but they must take Melta Bombs. That would be in keeping with the fluff in his mission to sabotage Ork factories on Kastorel Novem.

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I wonder if Shrike will ever get upgraded to CM status and gain an Orbital Bombardment. If that doesn't increase his points he'd be much better.

 

Another note on him vs Murderwings, Rend automatically wounds on a 6+, so if you charge an MC or something with higher toughness you end up rerolling for just rends. It's not optimal, but it's an option if you ever need it.

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Jacques wrote:

Anybody ever use Shrike to Infiltrate Vanguard that are Gunslinging Grav Pistols?

While I have not done this yet, I am presently working on a unit of 5 Gunslinger VVs for funsies. My plan was to work them in a SSKT, but I like this idea quite a bit. I am definitely going to put it in the pipe for future ideas for sure smile.png

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I see Shrike being useful for taking advantage of LOS blocking terrain for a small unit of jump infantry. When I deploy, I try to make as much of my army "invisible" as I can. Sometimes I sit and drool at the huge LOS blocker that's just outside my deployment zone, or the fire lane my opponent has left completely uncovered.

Shrike could put my Vanguard in those spots.

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So can we still take Murderwings even though Shrike got promoted to Chapter Master in the fluff?

Yep. They haven't updated his rules on the table yet. As far as the game is concerned he's just a captain.

 

I was referring to Murderwings as a captain build anyway, not a chapter master.

 

And don't get me wrong, Shrike definitely has his uses, and is all kinds of fluffy. But I don't have the 25 points more than the generic captain that he costs in most of my lists.

 

Edit: If and when Shrike gets upgraded to CM he should get some sort of buff for his detachment. Giving jump infantry Hit & Run would be fluffy, but GW seldom thinks along the same lines as the players.

 

He's a great distraction carnifex, as he tends to draw a lot of fire.

 

He would also be beastly if anyone was dumb enough to accept a challenge from him with a character that isn't Fearless.

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I'm also thinking about putting Shrike with a squad of VV gunslingers with grav-pistols. Maybe in a Bladewing Assault Brotherhood. That's going to be a pretty point-heavy element though.
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  • 2 weeks later...

I was looking into an army made of Formations. My aim is to have a force themed around the followings:

 

- Ground elements, joined by Drop Troops;

- High Risk, High Reward units AKA do or die;

- Playstyle is deceit and Hit and run tactics (based around Raven Guard Axioms of War)

- If possible, Raven Guard Chapter Tactics

 

While building my list, I came to the conclusion that Shrike would probably be the character who would offer me the most towards the theme's playstyle. Here's the basis:

 

Star Phantom Ravenhawk Assault Group (for the reroll of 1 on deepstrike reserves)

Maxed-out Stenguard squad

Dreadnought

Storm Raven with extra armor

 

Raven Guard Formation Detachment

 

Shadow Strike Kill Team

 

2 x scout squad with bolters, LSS with multimelta

Scout squad with camo cloaks, snipers and Nihilus

2 x Vanguard Vet squad of 5, SS, 2 x power fist+lightning claw, meltabombs, Lightning claws

 

Bladewing Assault Brotherhood

 

Shrike

Vanguard Vet squad, 4 x grav gunslingers, 1 SS

2 x Assault squads, 1 flamer, meltabombs

 

The idea is to draw the enemy out where the RAG and SSKT can hurt him the most... or hit him where he left himself exposed! Shrike can be used as bait, drawing the enemy out than getting back in the air thanks to On Wings of Fire, or pounce on them and lead the Beta Strike after he weathered the storm in turn 1. LordLorneWalkier has lead a thread on the BAB that is an excellent source of tactics to pull off with this formation and where I got a lot of inspiration for this force.

 

Getting back on topic though, what Shrike brings to the table is a fluffy way of playing RG. Is it competitive or effective, this is up to us as player to make it happen, but like our CT, I believe that Shrike is more a back of tricks to be applied where and when needed than a simple beatstick, buffer or force multiplier. He is overcost for what he does on his own, but played with finesse he can leave an opponent scratching his head on how to deal with him (or not).

 

Just my two cents on this great character.

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  • 2 weeks later...

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